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Silt Wight

Medium-Size Undead
Hit Dice: 6d10 (32hp)
Initiative: +2 (Dex)
Speed: 40ft
AC: 17 (+2 Dex, +5 natural)
Attacks: Slam +4
Damage: Claw 2d4 + 1 and Dehydration
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Dehydration
Special Qualities: Undead, Damage Reduction 10/+1
Saves: Fort +6, Ref +3, Will + 4
Abilities: Str 15, Dex 15, Con -, Int 12, Wis 12, Cha 15
Skills: Hide +8, Listen +8, Move Silently +16, Spot +8

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Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually Lawful Evil
Advancement: 6-9 HD (Medium-Sized)

Silt Wights are created when a humanoid is killed violently and left buried in silt. The powerful negative emotions causes the creature to rise, and the silt which surrounds the body permeates it and gives the undead creature it's power.

Silt Wights are intelligent undead that remember the events leading to it's death. It is driven by a need for revenge upon those who created it, though the death of those responsible does not bring the creature rest. The Silt Wight has the ability to track those who murdered it, as long as they are within a thirty mile radius. If it's prety leaves the area, it can determine which way it went, but nothing more unles the target re-enters the Silt Wight's detection zone, or the Wight finds the victim through sheer luck.

During combat, a Silt Wight will attack with it's claw attack along with it's Dehydration ability. It does not use it's bite unless the victim is unconscious are otherwise incapacitated.

Silt Wights require blood to survive. Though it does not need humanoid blood, it does prefer the taste and will pursue that source of nourishment when possible. It needs only feed once per week, and requires the equivalent of one human body worth of blood. Whether it kills or not depends in part on the Silt Wight's alignment before death, as these patterns are imprinted even after death, though the thirst for blood overwhealms event the most previously pure individual. Good creatures generally only feed once per week, limiting the death they cause, while evil humanoids will kill whenever they desire.

Dehydration: This ability is caused whenever the Silt Wight makes a successful attack on a victim. The victim's muscles dry up and tighten, causing both pain and weakness. The target must make a Fortitude save DC 18 or suffer 1d4+1 temporary strength damage. A successful save means half damage. If the victim is reduced to 0 strength, the victim is helpless.

Damage Reduction: The toughness of the Silt Wight's skin gives it increased ability to resist damage.